Showing posts with label karma. Show all posts
Showing posts with label karma. Show all posts

Wednesday, 10 July 2019

d100 Church Missions




































More missions but possibly nicer than the previous posts in this series. Unless you are a godless heathen then not so good. As usual higher number more severe missions. Possibly handy for when healed at a temple. A druid one would be pretty different. Some tasks might just require time and labour. Having finished this I considered could be missions related to petty gods and saints but oh well.

d100 Church Missions
01 Go begging in the markets to raise money for the church roof fund
02 Work in the scriptorium copying religious documents
03 Inspect the graveyard for needed repairs and cleaning 
04 Go work with the caring for the sick and offer them prayers and scripture readings 
05 Collect poor boxes from some of the smaller churches for the bishops new gold hat
06 Guard pilgrims travelling between shrines from bandits and evil doers
07 Go preach in the markets and put on a better show than rival public speakers 
08 Put on a mystery play to entertain the masses at the markets
09 Clean all the local shrines and leave a coin at each one
10 Go and teach orphans to read and write and convert them to our faith
11 Convert a merchant to our faith so they might help spread our faith
12 Preach to backward isolated villagers and warn them about temptation of evil cults
13 Convince a wealthy banker or merchant to sponsor an orphanage
14 Round up local drunken and sinful adventurers and bring them to church for a service
15 Convince a noble to show mercy to those that owe them money
16 Nail holy scriptures to the door of the biggest miser in town
17 Visit prison and convert and aid the poor degenerate sinners
18 Gather up abandoned urchins and bring them to a church orphanage 
19 Rally a angry mob against some injustice or blasphemy and use to proselytise 
20 Find who stole a from a poor box and thrash them soundly and hand them to the law
21 Convince a wealthy person on deathbed to leave money and lands to the church
22 Build a new shrine for pilgrims to act as shelter and expand current treks
23 Travel into the wilderness and preach to savages and non humans 
24 Raise money for missionaries to aid and preach to savages on the frontier
25 Vandalise monuments and rock carvings of the old religion with holy symbols of our faith
26 Gather and burn blasphemous books and objects of vice like rum and drugs
27 Help poor trapped in vice industry to escape lives with popper respectable work and homes
28 Help refugees and homeless find safe place to live
29 Transport a valuable artwork between churches for new installation
30 Build a monument to church or holy person or deity to impress people
31 Help fund or build a new church on the frontier to help spread the faith
32 Restore a tainted former holy site with sanctification and purification rituals
33 Investigate rumours of a strange cult operating in a rural area
34 Some unlawful spell caster is operating in a community in secret, find and punish them
35 Help stop the spread of vice, drunkenness and lechery in a poor area 
36 Help guide pilgrims through a dangerous route unused for decades
37 Find and restore a long lost holy shrine and have it put on pilgrim maps
38 Go on a long distance pilgrimage to collect holy scriptures to bring home 
39 A bejewelled gold relic box with a saints body parts was seized by raiding dungeon monsters, bring it back
40 Find a holy hermit and encourage them to return to civilisation to share their discoveries from years of solitude
41 Find a former priest of paladin and help them restore their faith and return to the church
42 Go on a mission to the frontier and help build a church, school or hospital
43 Expose a hidden cult of vice and degradation among the merchant or noble classes 
44 Find a evil cultist pretending to be a holy person spreading chaos and evil
45 Destroy all the undead in a graveyard and sanctify it so the dead remain at rest
46 Hunt down lycanthropes or vampires or doppelgangers infiltrating a community
47 Help recover lost holy book stolen by thieves and punish them for their sins
48 Recruit a band of acolytes to the church and lead them into a battle vs evil
49 Aid templars in their works guarding pilgrims and funding holy wars in distant lands
50 Exterminate a community following a enemy religion spreading vile blasphemies
51 Aid crusaders on their travels to holy war with food, shelter and money
52 Recruit a mob to join the crusades to earn a place in heaven by killing heathens
53 A necromancer in a hidden underground vault is defiling dead and grave robbing, find and exterminate the fiend
54 Hellish agents have been convincing the desperate to sell their souls to hell, find them and stop them
55 A noble has been dealing harsh justice, convince them to be more merciful and help the needy
56 Shut down house of ill repute and find the workers proper jobs and houses, protect them from vindictive gangs and criminals so they can escape their troubles
57 Find a local drug peddler, burn their goods and thrash them publicly
58 Aid widows with legitimate work and homes 
59 Check the seals on local crypts and catacombs for signs of necromancers or undead tampering
60 Rally a fighting force or peasant mob and lead them to burn the house or tower of a wicked sorcerer or wizard up to no good
61 Evil cultists gather for seasonal feasts and depraved orgies with devils and animals, find the next such gathering and attack them
62 Aid the inquisition in locating cultists and destroying their organisations
63 A monastery has reported a dreadful haunting, investigate it and stop the problem
64 A community has had parishioners struck by curses, find the culprit and have them arrested
65 A report of a country church being lenient and encouraging other faiths and cults has disturbed church officials, go and encourage them to do the right thing
66 A priest has had some unsavoury accusations directed at them, investigate them and report findings to the church but be discreet
67 A nunnery has had reports of madness and troubles, go investigate and stamp out the problem
68 A pedlar of quack potions and cures has been encouraging simpletons to use their faux treatments instead of church healers. Investigate them and possibly use legal means to drive them away
69 A simple rural village has been reporting miracles and wonders, investigate if they are fair or foul wonders or just some kind of hoax
70 Help with the construction of a new church or cathedral
71 A cultist captured admitted under torture that a gate to hell opens occupationally and cults gather to welcome devils into the world, find and stop them
72 Join a crusade to help a holy war against a rival faith or backwards frontier peoples
73 Anew land has been discovered and the church needs agents to explore it and help pave the way for missionaries
74 A templar order keep has had many accusations of vice and they seem very well off, investigate if they are honest or infiltrated by a cult
75 A church found ancient forgotten catacombs beneath it and have requested experts to investigate them
76 A rural village have been building cages over select graves and the priest has had trouble finding out why this custom has emerged
77 The corpses of some plague victims have vanished of late. Spend the night watching a new batch and make sure nobody takes the bodies
78 A vile beast from the pits of hell has been roaming a wilderness area and locals have asked church for help
79 A peasant from a frontier estate claims the master is a infernal monster and you are sent to investigate the claims with a visit
80 A haunted house has scared off all tenants and has been abandoned. Go and cleanse it and perhaps it can house the poor
81 A great festival and procession is coming and a organiser for festivities is required urgently to put on a show to impress commoners, nobles and priesthood
82 An entire order has been called into question by reports recently, infiltrate them and report to the bishops of anything wrong
83 An important noble has been feuding with a bishop, meet them and negotiate a peace both can live with
84 Negotiate peace with kingdom border nobles and the degenerate godless sub human savages over the border
85 Rumours of golden ritual paraphernalia stolen from the church is held by a robber knight in a ruined castle with his band of degenerate bandits and a mysterious black robed stranger. Go see if they have the relics
86 A cult has stolen several bodies of nobles from a crypt under repair, find out why, return the bodies and kill the evil defilers
87 A rival religion has set up a new church, it is important we show our superiority and double down on our charity and outreach among poor downtrodden simpletons for a month
88 A gathering of different religions are gathering to discuss how to deal with all the strange hidden cults that menace all the proper religions. Guard the conference delegates in case the cults try something shifty 
89 Travel to join a far off crusade against a foreign primitive peoples. Help seize their land, change their faith and liberate their gold for use by a proper civilisation
90 Enter a portal to hell and rescue a paladin determined to fight to the death
91 Travel to the depths of the earth where a insidious evil temple secretly directs surface cults. Destroy the cult leaders, their relics and their demon lord
92 A ruin covered island crawling with dinosaurs and cannibal cultists needs saving from their bloodthirsty vampire bat goddess. Destroy their unholy ziggurat and burn all their evil books
93 The growing popularity of godless wizards are a problem. Go unto the common folk and perform miracles to keep their faith and try to convert some wizards to our faith
94 A great dungeon complex full of monsters is being directed by a demon, they must all be destroyed
95 Build a borderland keep to over watch the inhuman hordes and their demon gods
96 A fiendish seaside demon cult regularly summon a gargantuan horror of the deep to throw victims to. Await in secret for the murderous heathens to call their false god. Then attack and kill them all and their god and burn their homes
97 A fiendish black library is said to be a place where evil wizards and devil cults learn forbidden lore. The church has discovered it is not a place rather than a plane connected to the hells. Locate a gate used by cultists, enter and cause havok, burning as much as possible
98 Sailors have returned from a far off land unheard of before. Travel with them to establish a church and mission to save the poor fools who know nothing of our one true faith
99 A heretical sect have produced a new translation of the book of our faith and must be hunted and captured. Those that do not recant are to be exterminated
100 In a strange valley overgrown with weird fleshy growths and strange naked creatures explorers have found a gate to a whole alien world of living flesh with no metal. Find the gate and introduce our religion to this strange new world

Friday, 8 March 2019

d100 Monster Butts and butt stuff





Dallas started this on FB
now it's a thing

When you have a dungeon lacking butts
It's double butt good

New Spells

By the Halfling Wizard Benzzo Underhill



d100  Monster Butts and butt stuff
01 Rust monster's butt poking out of iron ore vein
02 Carrion crawler's butt poking out of purple worm carcass
03 Gnome's butt sticking out of shroom grotto
04 Giant wasp butt sticking out of nest chamber
05 Zombie butt sticking out of rockfall
06 Troll butt sticking out of waterfall, goblins spank it when passing
07 Thief butt sticking out of stocks
08 Witch butt sticking out of dunking machine
09 Paladin hazing ritual gone wrong
10 Wizard strapped in autoflagelation machine whipping his butt
11 Priest's butt sticking out of portal to Saturn 
12 Scorpion stuck in drain with flailing tail stuck
13 Giant fly stuck in rib cage of a target
14 Goat butt, head stuck in milking stock bleating for help 
15 Great lizard tail stuck in earth
16 Giant toad butt as burrows into wall
17 Giant skunk butt head stuck in trap
18 Chimera with snake headed tail buttflailing about while head stuck in a doorway
19 Big butt goblin with head stuck in rat hole cos mouth is full of rats
20 Sabretooth tiger with head stock in huge log, will befriend any who rescues her
21 Dungeon baboons flaunt their buttocks and hurl feces at intruders
22 Dungeon bats on ceiling empty their bowels and fly around madly screeching for d4 rounds
23 Goblins bare their buttocks and abuse adventurers in hopes of being bait for ambush
24 Huge stone buttocks in rubble pile once a huge statue
25 Intelligent giant frogs playing leapfrog, singing and flicking each others butts with towels
26 Butt blasting mutant wizards with stinking clouds
27 Painted statue of the mandril god flaunting his mighty red, blue and purple buttocks
28 Goblin artist drawing on wall using babies filthy nappy with the baby still on it crying
29 Giant mushroom butts that shoot spores if touched
30 Mutant butt cave clams are snapping fiends these ones fart stinking clouds too
31 berserk orcs clad in black leather with  Bare butt, carrying flails want to shout abuse before fighting 
32 Friendly Blinkdogs want to sniff your butts
33 Rare ancient elder race with head of a squid that eat butts called buttflayers
34 Neo otygs dancing in septic tank in love
35 Immortal giant butt trapped under huge rock fall from when giants and gods battled
36 Hideous butt demon in chains begs for freedom
37 Hideous big butt witch who flies on a methane rocket from her butt
38 Dwarves in construction uniforms working on a wall comment on parties big stupid butts
39 Hell hound with infernal parasitic worms dragging butt on ground
40 Hyena pulling matted hair out of it's butt
41 Butt gremlins lair in toilets and sneak on board human bodies so they have a home base for mischief
42 A huge pile of monster poop mixed with lots of coins in it
43 Orcs looking at series of butt prints on wall in paint
44 Ghost with big butt likes to annoy people and intangible, mostly he is annoying and farts lots and ruins all ambushes in area
45 Giant dung beetles rolling human size balls of poop around
46 Depressed ogre with diarrhea wants to be left alone please
47 Two butt wizards dual with shape shifting buttock cheeks that can become any animal butts
48 Immortals in a tree are trapped by their cursed big butts, require curse lifted
49 A witch has cursed a village with diarrhea and they need someone to kill the witch
50 The Big Butt tribe of goblins  like to shake them when performing their war dance at enemies
51 Poop shooter tribe of goblins sling feces at enemies they diet specifically for

52 The Wizard Bootay Shakar wants someone to test his butt centric magic spells on
53 Statue of the lesser known demon lord Baezelbutt
54 Cursed candy delicious induces horrible diarrhea for a d6 days if you eat a serving or one day if tried just one
55 Statue of demon who's butt is kissed in forbidden rituals
56 Invisible imp likes to drop turds on people and taunt them with laughter
57 Doppelgangers mimic party with big buts and ugly faces to taunt them into trap
58 Wizard and his pet mimic in giant butt form having conversation
59 Giant beetle stuck in hole while goblins attack exposed butt
60 Butt blasting bonnocon beast
61 Spell Scroll Lv 3 Bee Butt have a dangerous poison d6 stinger on butt good for one sting as a unarmed attack
62 Spell Scroll Lv 3 Spider Butt, with spinnerets on your but can spin 10 foot of rope per level per round, one round per level. Can lower self or build a hard to see web
63
 Spell book with 1st Lv Fish Butt spell gives tail of a sea creature doubles swim speed
64 Spell tablets 2nd lv spell Monkey Butt gives prehensile tail a yard long stretchable per level
65 Spell Manual Lv 2 Dragon Butt extra d8 unarmed attack from dragon tail
66 Spell Inscribed on human skin Lv4 Scorpion Butt gains a d8 poison stinger round per level
67 Scroll with 2nd Lv spell Bombardier Beetle Butt Blast, 2d6 damage in 3 area cone from rear, save or deafened for d6 rounds per pevel
68 Book with Manticore Butt 4th lv spell grow tail with a d3 missiles per level, each does 2d8 and can shoot a d6 per round till depleted or turn finishes
69 Version of stinking cloud spell created by horrible fart in book
70 Book of disgusting cantrips like fart, belch and pong
71
 A dragon with a big butt
72 Young wizards admiring giant butt slug eating a huge mushroom
73 Human centipede with 50 butts
74 Butt mage seeking spells about butts they heard are near, embarrassingly persistent and says butt as  much as possible 
75 Goblins with ceremonial butt hats having a drunken party
76 Gargoyle with big butt
77 Owlbear with spear in butt looking sorry, easy to anger unless spear removed
78 Werewolf with a big butt
79 Giant carnivorous gorilla with big butt
80 New queen ant with clutch of eggs and her huge butt laying eggs
81 Book of pictures of hells evil toilets
82 Book of secret names to summon Baezelbutt
83 Book of forbidden incubus and succubi butts
84 Book about monster butts in incredible detail
85 Book of butt menacing traps
86 Pile of giant baby diapers with giant flies tending maggots
87 Giant crickets rubbing their butts to chirp while eating screaming giant mushrooms
88 Fish people with big butts looking for place to spawn
89 Gigantic turds from some fabulous creature
90 Troglodytes doing ritual butt dance for fertility
91 Magical trousers of everwear, never come off but you never need to go to the bathroom and always look snazzy
92 Throne of King Eric the Flatulent, a magical portable toilet for 4 servants to carry, always clean, produces water for cleaning, always smells lemon fresh

93 Belt of the Butt wearer gains 2d6 HP and enormous buttocks when wearing it
94 Nappy of Hygiene never requires changing or cleaning, still worn by rich nobles
95 Ring of bouncing buttocks,by bouncing on magical inflated bouncy buttocks, wearer moves double speed and can leap 3 spaces, takes one round to inflate or deflate before use

96 Cursed trousers of King Damien, fancy pants add +2 to Charisma but all arrows are +4 to hit and always hit in the butt
97 Living statues with big butts guarding a crown who wears it gains +2CON and a big butt
98 Chastity Belt of Purity, while locked in place with a secret word user needs no not go to toilet, has protection from evil spell in place and glows, cannot be opened without word, often found on corpse
99 Royal Pot of Queen Gwendoline, chamber pot of gold in a gold box, any waste deposited in it ends up in another plane after one turn Only weights 20 lb
10
0 Mirrors under full moon a gate to world of the butt folk



Tuesday, 20 June 2017

d100 Mental Mutations

Mental powers are some of the most exotic mutations and have a increased chance of mental defects or powers that will cause problems. Most powers have visible effects when in use. Mental powers might be known as psionics or psychic powers or spell like abilities are used for such powers.  Names used for practitioners include mesmerist, medium, mystic or even witches.

Powers not divided into types like most mutations based on organs or body parts. Possibly more powerful than other tables but some more detrimental. Some of the major mutations are problems too. Some of these risk your characters personality and behaviour while previous ones are mostly cosmetic. Psionic mutants probably blend in better but might go crazy or look scary using powers. Many petty powers are in fact brain defects or mental illnesses. Some of the later major powers might seem liabilities - serenity, pacifism, berserker.

I do also have a Psionics spell system that has proven popular in my games replacing standard psionics and illusionists. I let ppl take this list for clerics or elves or bards or wizards if they want to be from a alternate tradition.

Psionics Spell list and Classes
Psionics and Sorcery Mentalist Spell List 1-3
Psionics and Sorcery Mentalist Spell List 4-5 with Shaman Class
Psionics and Sorcery Mentalist Spell List 6-7 with Psionicist Class

Trained psionics tend to look down on mental mutants.

This is probably my final word in mental powers and psionics for my games. I've always hated creating whole crazy new systems for powers and felt most oficial systems broken.

Mutation tables so far
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Possible: Fish, Amphibian, Arthropod (crabs, arachnid, insect), Ape, suggestions????

d12 Sources of mental mutation
01 Among first born of the coming race
02 Family bloodline of strange abilities
03 Experimentation on your bloodline
04 Exposed to psychic phenomena
05 Non human taint in bloodline from hidden race
06 Exposed to cosmic or reality warping forces
07 Exposed to weird crystals
08 Ate brains of a planar entity or some plane shifting organ 
09 Haunted by spirits growing up
10 Attacked by parasites from overspace

11 Exposure to powers of a psychic awoke your powers
12 Modified by superior beings


d100 Minor mental mutations
01 Smell or feel uneasy if mental or spirit phenomena used within 3"
02 Ectoplasm forming can produce a pound of slime within 1"
03 Sense evil intent towards you within 1"
04 Trance for one hour replaces sleep
05 Temperature drops when unhappy by ten degrees within 1"
06 Temperature raises when andry by ten degrees within 1"
07 Eyes glow when mad or using powers
08 Hair raises when exited or using powers as if in wind or from static
09 Mental resilience +1 wisdom bonus score
10 Hibernate three months once a year

11 Horrible nightmares and flashbacks make you mutter and sob in sleep, 
12 Fried nerve endings diminished sense of touch and pain
13 Split personality offers flawed advice nobody else can hear 
14 Memory lapses and repeats telling people things annoyingly
15 Mutters and and tells rambling stories even when alone
16 Prone to irrational weeping in all kinds of situations
17 Prone to irrational laughter in all kinds of situations
18 Unnatural charm +1 Charisma bonus
19 Insects, vermin and parasites repulsed and try to keep a foot away
20 Directional sense always feel magnetic north
21 Perfect sense of time to the second with clock precision
22 Numerate as if had a calculator or advanced abacus skills
23 Highly sensitive to pain and paranoid about threats of injury 
24 Empathic sense can feel strong emotions within 3"
25 Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc
26 Hostility field disturbs people you meet -1 Charisma modifier
27 Suicidal tendencies and gloomily fixated with death and risk taking
28 Mental block has 1% chance of any stressful situation being forgotten after
29 Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep
30 Aura sight can see aura of living things within 3" can use to target in dark
31 Enormous ego is sure is the greatest and best at everything ever
32 Amnesia when HP below 10% of maximum 
33 Mania is obsessed with something like fire, darkness, stealing, sex, etc
34 Planar sense can feel dimensional gates or multiplanar beings within 3"
35 Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save
36 Seizures has a 1% chance of any stressful situation inducing d4 minutes attack
37 Unconscious calling attracts hostile creatures increasing chance of wandering monsters
38 Heal one HP once per person per day 
39 Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day
40 Glow aura makes mutant glow at will 1" radius light
41 Can ignite small fires by concentration within 1" as if using a flint on flammable material
42 Animal bond can form strong empathic attachment to animal over range of 3"
43 Glimpse invisible spirits or astral bodies for one round per level per day within 3"
44 Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3"
45 Plant empathy can sense well being of a plant by touch
46 Sense location of dramatic past events like murders or torment within 1"
47 Automatic writing allows a spirit to use your hands to write or draw while in a trance
48 Can repulse dirt and water from body and clothing once per day per level
49 Thoughtography can burn a image from mind onto a surface once per day per level
50 Call ethereal fog over 1" radius once per level per day
51 Control a small hand sized rodent or bird one round per level per day
52 Call a swarm of flies or harmless insects to do bidding one round per level per day
53 Aport a small hand size object to and from ethereal plane once per level per day
54 Astral knife can be formed at will only harms non corporeal or other planar beings
55 Can see inside sleeping persons dreams by touch one round per level per day
56 Can scare a animal under 4HD if fails a save once level per day within 3"
57 Can calm a animal under 4HD if fails a save once level per day within 3"
58 Make a hand size object levitate one foot if concentrated on within 1"
59 Objects in room rattle and make noise when mutant is angry, upset or scared
60 Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome
61 Always knows is a certain loved one in trouble or within a mile often a sibling
62 Can control several cubic feet of smoke, fog or fine particles one round per level per day
63 Can form ice crystals on water or fluids or chill food by concentrating within 1"
64 Long lived mutant expands life expectancy by 2d4 times
65 Cause a object to vibrate within 1" by concentrating often noisy
66 Able to tell if attacked with disease or poison at moment of contact
67 Can sense medical condition of others by touch ans amount of HP
68 Can sense hidden water within 1" through ground 3" with some kind of divining rod
69 Can speed read if literate reading and studying ten times faster
70 Photographic recall memory can specifically remember something specified when seen 
71 Can measure distances and lengths from sight 
72 Can accurately predict weight of persons or objects
73 Alignment extremist is driven to judge everything be extreme moral code
74 Ambidextrous can use hands equally well
75 Improved split personality offers useful advice and second opinions 
76 Can survive comfortably without food or water a day per level
77 Hear whispers and moans of the dead even more depressing in certain locations
78 Have dreams about ancestors lives often triggered by recent events in own life
79 Orgone energy accumulator gains a d3 HP per day from sexual act
80 Has perfect sense of harmony, rhythm and can play any instrument instantly
81 Can douse a small flame (torch or smaller) within 3" once per level per day
82 Immune to eating off food or drinking diseased water but not poisoned
83 Eyes or nose bleeds when using powers or very stressed
84 Can animate a small cubic foot dust devil one round per level per day within 3"
85 Can enter death like trance for one hour per level using 1/10th the air supply
86 Can labour twice as hard performing work of two in any manual labour
87 Spot weakness adds +1 to hit one attack per level per day
88 Aura Barrier HP +d4
89 Aura Shield +1AC
90 Sense pain or death within 3"
91 Have extra two contradictory personalities who disagree on everything
92 Rage can add +1 damage bonus one round per level per day 
93 Ectoplasmic hand size item creation one round per level per day d3 knife possible
94 Evil eye victim within 3" saves or -1 on next saving throw
95 Resistance +1 on a saving throw once per level per day
96 Attribute Amplifier pick one stat gain +1 for one round per level per day
97 Open or close a door or chest or bottle within 3" once per level per day
98 Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest
99 Third eye can see spirits or non corporeal on astral plane one round per level per day
100 Probability control gain a +1 on any dice roll once per level per day

d100 Major Mental Mutations
01 Sense any living being or spirit within 6" unless blocked by four inches of wood or stone
02 Read surface thoughts in 6" who fails saving throw one round per level per day
03 Heal 2hp per level per day by touch can spread points out as needed
04 Power Shout add 1d3 damage to any attack once per level per day
05 Mental Bolt d4 damage once per level per day within 9" victim gets a save
06 Telepathy can communicate within 9" one round per level per day with known person
07 Bio Control can add +3 to a save vs disease or poison once per level per day
08 Push a person with telekinesis, save or fall once per level per day
09 Defencive Aura +2 armour once per level per day
10 Aura Barrier provides effective +2HP per level once per day
11 Spectral Mist formed from ectoplasm 3" wide once per level per day
12 Evil Eye reduce foes save roll -2 
once per level per day
13 Rally causes a demoralized person to make a new morale check once per level per day
14 Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep
15 Animate Weapon once per level per day can use a weapon telekinetically within 6" 
16 Confusion Cloud once per day all within 3" save or confused for 1 round/lv
17 Fear 3" cone effect once per day all in area save or flee for 1 round/lv
18 Empathic Sense can feel emotions of others within 6" can enhance communications
19 Dual Mind can perform two mental acts at a time or one can sleep while other on guard
20 Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day 
21 Pyrokinesis can generate a d4 fire with one round intense concentration
22 Cryokinesis can generate a d4 cold with one round intense concentration
23 Image Projection once/day can project self image to communicate to a friend for round/lv
24 Accelerate Healing with a turn concentration can heal d3 per person per day
25 Mental Screen can resist attempts to read mind +3 save
26 Telekinetic Arm can be used to manipulate or hold items one round per lv per day
27 Hypnosis as charm person 6" range once per four levels per day
28 Allurement aura makes living things attracted to mutant within 3" not always for best
29 Psychometry can read history of location, corpse or thing once day per level 
30 Sense Home always knows distance and direction home, takes month to change home 
31 Fearless is immune to any psychological effect causing fear or anxiety
32 Illusion can make a victim who fails save see a illusion one round per level per day
33 Inhibitor field prevents mental mutations working within 3" if fail save per round
34 Levitation can float with concentration 1" across or 3" up a round per level per day
35 Mind Meld can communicate and share thoughts by touch one round per level per day
36 Mental Block any attempt to interrogate or probe mind causes mutant to block memories
37 Danger Sense mutant only surprised on a 1in6 chance
38 Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self
39 Exorcism can repel spirit occupying a victim giving them a extra save once per day
40 Possession can by touch dominate a person's body by touch once per day for one turn
41 Enhance Strength +1d4 for one round per lv per day
42 Paralysis can hold a being in 6" still for a turn once per day if they fail to save
43 Phobia can make victim have fear of one thing for a turn once per day if they fail to save
44 Force Barrier one round per level per day that blocks missile weapons from one direction
45 Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save
46 Stunning Force stops a person for a round who fails save in 3" rage once/lv/day 
47 Planar Voices give possible advice once per day per level give d3 contrary suggestions
48 Prophetic dreams warn of danger or death or disaster, greater threat more days warning
49 Sense planar beings or gates or other disturbances within 9" or further for very powerful
50 Suggestion by talking for a turn to victim if fail save changes alignment for hour
51 Fanaticism can add +1 once per level per day day on any roll, can use any or all at once
52 Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day
53 Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them
54 Draw Beast once day call wild beast near to serve as a mount or pack animal or eat
55 Healing Trance one HP recovered per hour in deep trance
56 Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left
57 Group Mind can place self and one friend per level into a mind link if within 12"
58 Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day
59 Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living
60 Heat Touch can inflict 2d4 damage by touch one round per level per day
61 Suspended Animation can enter trance for predetermined time using 1% food and air
62 Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day
63 Psychoelectric Discharge d8 electric touch one round per level per day
64 Aura Barrier one round per level per day, can absorb level in HP
65 Poison resistance can get extra save vs any poison  once per level per day
66 Disease resistance can get extra save vs any poison  once per level per day
67 Illuminated can get extra save vs illusions once per level per day
68 Iron Will can get extra save vs mind control once per level per day
69 Advanced Mind +1 Intelligence 
70 Advanced Forethought +1 Wisdom 
71 Advanced Magnetism +1 Charsima
72 Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day
73 Ectoplasmic Discharge once per level per day can slime someone or 1" square
74 Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day
75 Animal Empathy can crudely communicate with animals and possibly calm them
76 Dream Travel once/night can appear in dream by touch or very distant for loved one
77 Genius Loci can speak to spirits of a place and ask a question per three levels per day
78 Planar Eye can see beings hidden in other planes, strike any out of phase or displaced
79 Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day 
80 Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size 
81 Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings 
82 Biological Sustenance does not require food but still enjoys eating
83 Astral Travel can once a day enter trance and soul can enter spirit world, risky
84 Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light
85 Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius
86 Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight
87 Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep
88 Telekinesis can move 10lb per up to 1" per level one round per level per day
89 Poltergeist when angry small objects thrown about and people slapped in 3" radius
90 Telekinetic Manipulation fine motor work like lock picking within 1" by concentration
91 Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round 
92 Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage
93 Arouse erotic feelings in other living beings who fail save but mutant no longer feels any
94 Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD 
95 Serenity the mutant experiences no highs or lows and is is immune to strong emotions
96 Pacifism the mutant is incapable of deliberately killing any living being
97 Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location
98 Teleport once per week to any well known place random and risky otherwise
99 Plane Shift once per week to any well known plane random and risky otherwise
100 No longer naturally ages by act of will force, possibly other forces might age them 

Friday, 3 February 2017

d100 Philosophers Part 2



Long late sequel to previous post on philosophies. This one focuses on philosophers rather than just schools and details - will do a d100 philosophical treatises one day

http://elfmaidsandoctopi.blogspot.com.au/2016/12/d100-philosophers-part-1.html

d100
 Philosophers 
01 Philus the Taxonomer writes lists categorizing everything and students wrote learn them
02 Belerend the Observer experiments with lenses and has a spyglass he uses to spot merchant ships coming into market
03 Gamus the Healer a expert medic and now monster vivisectionist 
04 Dolrun the Metalurgist made new stronger metals and now works on metal golems
05 Sariam the Air Diviner a expert at predicting wind now interested in air elementals
06 Karill the Elusive a expert debater and legal council now aids wizards making pacts with planar beings
07 Prianna the Golden a expert at interpreting omens from the gods and their will
08 Aldmont the Builder experiments with new building methods and plans settlements
09 Una the Sage is a wise woman who is versed in many fields that strangers  pay to visit
10 Radnab the Gorger a expert cook and expert at measuring wealth and good fairly 

11 Kazaam the Mad preaches to his animal friends and any who listen to his secrets of fortitude and will power
12 Gudlub the Marsh Man contemplates in the swamp and has brought peace between men and the frog folk

13 Poola the Uncaring preaches on methods of being compassionless, ran away to live with the humanoids after being driven from city 
14 Onigard the Relentless teaches his students to be resilient and never give up
15 Perrud the Wise a expert builder, healer and scholar has been teacher of kings and has raised barbarians to civilization 
16 Godrub the Enlightened is a expert at finding pleasing sacrifices for the gods
17 Kirralee the Mystic is a prophetess and sage, her teachings have been recorded by scholars and spread by bards far and wide
18 Dollrad the Tree Sage is a expert herbalist and healer who teaches the secrets of trees, some say he was raised to be a druid as a slave child
19 Orda the Sea Mistress was taken by Tako to live under the sea and now has returned to teach common folk the lore of the sea king and how to not over fish 
20 Noola the Dragon Sage was raised by a dragon and is now a premier draconologist who has many secrets yet to reveal despite demands of wizards who crave them now
21 Ulrab the Corpse Reader is a expert on workings of bodies and wounds and observation but uses his skills to find murderers and aid the courts
22 Saldrab the Dabbler likes to help the common folk and is interested in everything. Has helped improve farmers tools and methods and gave away gold the king gave him to poor
23 Salradmar the Devious has aided rulers facing enemies with tactics and tricks but only serves to help commoners not empire builders
24 Tricemong the Alchemist is a genius of potions and artificer to kings, some say he is imortal and travels far under new names every few decades 
25 Sanderont the Poet lives in a grove writing poems and making fine wine, satyrs guard her and some say are her lovers, she preaches living in balance and harmony
26 Erebran the Brilliant is a great poet, healer and soothsayer who advises rulers and wanders the kingdoms seeking truth
27 Merromas the Trollsnatcher a expet in troll lore has many kept in cages, he dissects  them in hopes of discovering medicine and healing methods or to recover ancient troll lore from when trolls were civilized and smaller than chaos trolls but bigger than barn or bush trolls
28 Gorlok the Miner a expert in finding minerals and mining methods, who disappears for long periods into the under realms
29 Zirria the Beast Tamer writes lore on beasts and has many brought to her school. Of late she has wandered off looking for wild beasts in their natural lairs
30 Karad the Despairing teaches a melancholic philosophy which is popular with slaves but not with church or state
31 Palidag the Prosperous turned his brains to trade and now advises kings, some have imprisoned him but he bribed his way to freedom
32 Ormund the Meloncholic teaches the gods hate us and do not care, poor are most attracted to this and he has been banished from many lands
33 Gnudran the Walker teaches of other worlds and brings back great treasures, often recruits adventures but most die 
34 Elrehot the Shinning One a great beauty who teaches the science of reading character by skull shape. Only beautiful are qualified for this art and she collects many bleached skulls in her study cabinets
35 Gulden Draas the Doomed One is a expert on undead, burials and erecting untainted grave sites, he has his study in a ancient crypt and he knows many entrances to the land of the dead
36 Argandel the Silent a tongueless philosopher who writes texts on contemplation of the universe, his books are copied across many lands
37 Urfinglad the Comedian makes witty observations and writes plays actually with hidden meanings, teaches students optimism 
38 Lodron the Sparing a expert in miserly commerce and dividing wealth exactingly 
39 Tirrinagog the Gymnastic teaches arts of muscular culture and fitness, he claims extraordinary powers through flexing muscles and self confidence. His educational scrolls are sold to scrawnly male youths across the world
40 Karlestran the Egalitator preaches the duty of kings is to distribute pleasure and pain fairly among the peoples. A hedonistic materialist, she is often disliked for interfearing in the divine right of kings
41 Zorond the Wise teaches there is a single non sentient godhead that manifests emanations that seem sentient which offends most religions even the evil ones
42 Goramond the Pontificator contemplates any idea to a fault with slow deliberate logic which annoys most people but his eventual conclusions prove worth while
43 Colad the Elementalist teaches all things arise from interactions between the elements and souls and gods are just emergent properties on the elements
44 Pelanorus the Astrographer a expert on astrology, astronomy and navigation. She made calendar reforms and is consulted for celestial alignments and anomalies
45 Florian the Numanistic is a currency reformer and speculator who has reformed economies and helped ruin other states to allow hostile take overs
46 Zebagora the Nullist teaches nothing is real except suffering so everything is permitted
47 Carnab the Randomist teaches everything is just luck including magic
48 Askilan the Linguist analyses language in complex ways that just alienates people or is used by smug posers who want to seem clever. His school does offer good language studies however
49 Dunslinor the Maker theories future life will be autonomous magical constructs but mostly his school makes golems and war machines for kings and armies
50 Tearon the Mechanist teaches all life is just souless constructs made by gods as toys
51 Orinid the Eschatologist studies possible ends of the world, disasters and doomsday and she is often consulted by important persons when bad omens appear
52 Runewald the Diabolist is a expert on devils, demons and true names of evil
53 Cormen the Thanatologist  studies the nature of death and the inevitability and futility against the reaper 
54 Keramane the Vivathrope teaches secrets of health and vitality using unusual anf exotic treatments. He often feuds about the effectiveness of his methods with other healers and charges a fortune for his treatments
55 Dorlen the Magnetist uses mesmerism to treat patients and perform demonstrations
56 Korelon the Minimalist who teaches how to do more with less and has the cheapest rates
57 Arbornan the Forester has abandoned civilization and entered the sylvan worlds of satyrs and elves and tree folk, he rarely shares secrets with humans anymore when he once advised kings
58 Kameran the Musicologist theorised relations between matter and song and the structure of the universe, recently began studying bards and musical monsters
59 Ormond the Occultist is a expert in occult theory and logic who has outwitted wizards, cults and sorcerers on behalf of rulers, he is angered by shams and fears of magicians and teaches magic only to overcome it and tyranny, his theory is stripped of supernaturalism and based on materialism like a science
60 Dernaldra the Diviner interprets the obscure poetic prophecies of seers and mystics
61 Keladamaranad was raised by witches and now free teaches mental discipline and mystical self contemplation. Solitary monks are his main followers who abandon common lives studying his doctrines 
62 Uron the Defiler teaches the only way to true knowledge of the self is by breaking laws and taboos, so fornicating and drug abuse and murder are practiced by cults. Some followers reject these cults as debased and evil hedonists who miss the point of the teachings, Uron himself has been bricked up in a prison for decades some say 
63 Ardjat the Martialist is a martial arts teacher who only teaches fighting to those who learn his mystical philosophy of peace and balance. Many rulers and warriors come to him and he rejects them
64 Torjataran the Peacemaker travels the wold trying to end conflict between rulers and contriving situations to benefit each other. Many followers have been massacred in the past
65 Kerlana the Unicorn Queen is a great healer and peacemaker believes monster hordes can be dealt with and lives amongst them to influence their leaders. Most cannot understand how she does not get killed
66 Zentran the Iron Mind teaches strict maxims of uncaring selfishness and strength. For the underconfident he can help make them more assertive, for the already over domineering his teachings turn them into maniacs. Zentran currently is mad and in and out of prison or homless in the mountains 
67 Tollrenol studies the philosophy on non humans especially goblinoids to learn their thoughts and non human philosophy. Most humans don't appreciate his efforts branding hima traitor. Very few see worth in his studies and encourage him and copy his research
68 Orizihad the Dualist caame from the wasteland with a philosophy of absolute law vs chaos extremism that caught on with the mob and kings have used to justify war
69 Horace the Egalitarian preaches all people are equal and all wealth should be divided among community by philosopher kings, wealthy and nobility hate him, commoners love him
70 Kalegax the King Slayer learnd dwarf philosophy of society as a machine and individuals as cogs for the collective state. He has taken this to human lands and caused unrest among poor. He teaches rulers are subversive and against the people, a kind of parasite, his teachings are forbidden by many states and his followers have been caught using dwarf weapons from ancient caches 
71 Corilandra the Celestial contemplates otherworldly intelligence to seek wisdom and has made strides in questioning other beings, strange cults have begun to sabotage her work
72 Chrystantine the Examiner is a skilled assessor of value of things, opportunities and her advice is sought by kings but she only offers advice for peaceful and lawful purposes or defence
73 Erabos the Defender protects the commoner in legal battles with the state or against the nobility. As fame and popularity increased there are important people who want him dead and poor ready to make him a saint or riot if any harm her
74 Ganandru the Overcomer of Obstacles preaches a philosophy of heroic struggle against the odds. This is misused by some elitist noble sects but also loved by poor fanatics who throw away lives to better their communities. Many individuals use teachings to achieve great ends. The master has been in hiding for decades shamed by those who misuse teachings
75 Unrihad the Slayer of Ill Thought teaches pure contemplation and eradication of selfishness and evil. Many followers retire to live as asthetics which has radically altered transmission of wealth and reduced inner family murders and intrigue in noble houses. Traditionalists feel threatened by this
76 Gunupratanan the Remover of Barriers teaches meditation and inner mastery, followers shun wealth and can endure many physical torments. The master is deep in a cave meditating among spiders and cobras shunning the world of materialism
77 Zoranadagor the Flesh Render teaches flesh is weak and self abuse and starvation help you become godlike. His students exhibit magic powers but one sect are becoming increasingly linked to demonic cults. He dwells in a ruined dungeon shunning humankind 
78 Eronaghast the Gazer looks beyond to the stars to see mysteries within. His star gazing sect are uninterested in astrology or recording movements of the stars merely staring into the stars. Followers have been building towers away from civilization for this purpose, the master has stared so long his eyes are white and blind but he still spends nights staring into space
79 Genaridon the Saurian teaches reptilian wisdom is the best and helps followers awaken memories of their incarnations when reptiles ruled. Many other scholars warn he is being duped by serpent men wizards and implore kings to banish his school
80 Orbrihanus the Great Sage collects books from around the world and has opened libraries and schools. Recently she has sent scholars to teach literacy to the poor which has outraged priests and nobles
81 Bonbisat the Terrible travelled to ancient places of power and learned strange secrets from prehumans and the Arkons. Now she has returned to start a school and has been teaching meditation and magic to commoners which has angered the authorities. After she resisted them easily and threatened nobles with her power all fear and shun her
82 Payadstarum the Deviant has established a nation wide sex cult among the mercantile classes teaching magical power and enlightenment come through orgies and drug abuse. The sect has become secretive and increasingly includes nobility
83 Zerodnar the Winter Sage lives in the snow far from civilization in lands of mostly darkness. His followers expose themselves to cold and ice and fraternizing with races of the ice flows becoming increasingly distant from the world of mortals
84 Begorax the Dominator teaches strategy and the will to win at any cost. Nobles send him their sons and he incorporates them into his fanatic sect ready to take over the state. He plans a new society base on pillaging, slavery and brutality  
85 Uldragax the Spelunker was a natural philosopher seeking to go as far down into the deeps as possible to learn what is inside the world and what or if the world is supported by. His students have been exploring the deeps and many have disappeared. His school has many maps and detailed information of the under realm 
86 Voronian the Scarlet Sage operates a school and library but the cloistered students are not passive or weak. She teaches wisdom must be torn from the world and that the ignorant must sometimes be overcome by force. The scholars have even been acused of stealing from private archives but they provide knowledge to seekers on request for a minimal donation 
87 Erodnar the Invulnerable teaches iron will and immobility to his monastic students who prefer to study in isolated mountain libraries and scriptoriums.  The master and students have little interest in the affairs of the world but might intervene occasional if provoked or debated
88 Oolanskaad the Mystic abandoned conventional logic and sought truth through silent meditation in isolated wells and caves, he awaits signs of the apocalypse the only thing that will make him return to civilization with his scattered pupils 
89 Maagdeborg the Chosen is a expert in ancient and lost kingdoms and their philosophies. Students collect samples of writings and artifacts and the school studies them to reconstruct the past 
90 Konisgaren the Dreamer examines the hidden realities of dream and nightmare lands 
91 Glorimunuk the Cynic teaches meloncholic rules and maxims for living in a horrible uncaring universe, likes to adopt elderly and sickly dogs 
92 Morgalan the Explorer travels the world to confirm her theories of natural philosophy. Also works on ship design and testing them 
93 Knargran the Interloper writes theories other planar life and works on gate devices to hopefully explore other dimensions 
94 Eloran the Whisperer teaches chaos can be dealt with, controlled and used by law which inspired numerous lawful evil rulers and chaos came to call their subjected kin Khaos. 
95 Kirrilos the Pragmatic teaches you can enslave and use beings of chaos to labour and pay for their crimes rather than just kill them, later he began setting up camps and selling their hair and body parts and fertilizer before priests and paladins drove him away into hiding
96 Wardran the Idiot preached to chaos church that sentience and technoogy are too lawful and taught followers to use trepanning to free themselves from the lies of law and order
97 Vordran the Warped teaches chaos is not to be feared and mutations are heroic. The philosopher is now a gelatinous mess of eyeballs and slime but he still preaches the cosmic secrets he has learned to those who visit him in his pit
98 Koolaman the Lucid teaches seeing through illusions and false hood with his 27 rules of verification
99 Lorinastra the Lawmaster contemplated the mysteries of cosmic law from her slumbering tower and now she has made mechanical constructs from her arkon sent knowledge to serve her and order. Her sect hides in isolated places to await for chaos incursions. Many of her students wander the land and cities looking for agents of chaos to be reported and destroyed
100 Krotunis the Pure specializes in cleanliness and moral hygene to avoid the taint of chaos. With ritual bathing and examination of naked persons, the students of Krotunis can determine if a subject is tainted. Students have filled libraries with volumes on bathing and avoiding chaos popular with fanatic and puritanical zealots